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  • Mixing XNA and silverlight gives wierd graphics

    - by Mech0z
    I making a small 3dgame which is made as a Silverlight and XNA app, but when I draw the sprites the graphics becomes all wierd. All my primitive types are rendered correctly, but my 3d models are just wierd My Draw is like this when silverlight is set to draw private void OnDraw(object sender, GameTimerEventArgs e) { // Render the Silverlight controls using the UIElementRenderer elementRenderer.Render(); // Clear the screen to a solid color SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); switch (gameState) { case GameState.ChooseStarter: TextBlockStatus.Text = "Find Starting Player"; break; case GameState.PlaceBrick: TextBlockPlayer.Text = (playerTurn == PlayerTurn.PlayerOne) ? "Player One" : "Player Two"; TextBlockState.Text = "Place Brick"; foreach (IGraphicObject obj in _3dObjects) { obj.Draw(cameraPosition, e); } break; case GameState.GiveBrick: TextBlockState.Text = "Give Brick"; break; } spriteBatch.Begin(); // Using the texture from the UIElementRenderer, // draw the Silverlight controls to the screen spriteBatch.Draw(elementRenderer.Texture, cameraProjection, Color.White); spriteBatch.End(); } This gives me this output If I comment the spritebatch lines out I get the correct output, except the silverlight text is of course not shown I am not entirely sure what to look for except that zero vector I am giving to the spritebatch, but if thats the source I have no idea what I am supposed to set it as epspecially when its a 2d vector

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  • Keeping game model and graphics/animation separate but in sync

    - by AJM
    Suppose I'm building a chess game where I want to have animations. Pieces glide to their new squares when moved. Pieces perform attack animations when capturing other pieces. I'm not sure how to effectively separate the data and logic needed for these animations and the actual game model (in the MVC sense). The pieces themselves should ideally not have to worry about their pixel coordinates or current animation frame. At the same time, many changes to the model are effectively driven by animations. A moved piece changes its position after (before?) its sprite is done gliding. A piece is removed from the board after the capturing piece is finished its attack animation. How would you suggest I manage the game model, the graphics and animations, and their relationships? For example, where would the animations "live"? How would animations be created and managed in response to player moves? How would animations drive updates to the game model, or how would the game model drive animations?

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  • Designing generic render/graphics component in C++?

    - by s73v3r
    I'm trying to learn more about Component Entity systems. So I decided to write a Tetris clone. I'm using the "style" of component-entity system where the Entity is just a bag of Components, the Components are just data, a Node is a set of Components needed to accomplish something, and a System is a set of methods that operates on a Node. All of my components inherit from a basic IComponent interface. I'm trying to figure out how to design the Render/Graphics/Drawable Components. Originally, I was going to use SFML, and everything was going to be good. However, as this is an experimental system, I got the idea of being able to change out the render library at will. I thought that since the Rendering would be fairly componentized, this should be doable. However, I'm having problems figuring out how I would design a common Interface for the different types of Render Components. Should I be using C++ Template types? It seems that having the RenderComponent somehow return it's own mesh/sprite/whatever to the RenderSystem would be the simplest, but would be difficult to generalize. However, letting the RenderComponent just hold on to data about what it would render would make it hard to re-use this component for different renderable objects (background, falling piece, field of already fallen blocks, etc). I realize this is fairly over-engineered for a regular Tetris clone, but I'm trying to learn about component entity systems and making interchangeable components. It's just that rendering seems to be the hardest to split out for me.

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  • NVIDIA Graphics - resolution problems with new 12.04 LTS installation

    - by Daveisuser56810
    I've been trying to install Ubuntu 12.04 LTS on my desktop most of the day. The desktop uses a NVIDIA GEFORCE 9800 (GT I think) graphics card. I am unable to set the correct resolution (1680 x 1050) for the display. The first problem I had was that of the "Black Screen" during install. I overcame this by utilising the "nomodeset" switch on the install options (once I'd found how to do that). The second problem of course was the "Black screen" following the first reboot. Once again this was overcome by using "nomodeset", this time by "editing" the GRUB. This gave me a resolution of 1280x768 which, the Displays GUI allowed me to change to 1280x720 (appears to fit on screen). I then tried to install the NVIDIA drivers. 1) using additional drivers 2) manually by downloading driver and installing in root As soon as NVIDIA drivers are installed - resolution become restricted to 640x480 (max). At this resolution Ubuntu GUI is not usable as most screens are larger than the display. Removing the NVIDIA driver and removing the XORG.CONF file does not lift this restriction. I have tried most things that I have found and that were vaguely intelligible, but nothing appears to get me closer to a resolution of 1680x1050. UPDATE: reinstalled Ubuntu 12-04 and used the "NoModeSet" in the Grub to restore the resolution to 1280x720, which is at least usable. Will live with this for now.

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  • Hybrid Graphics on Ubuntu 12.04 switching to discrete

    - by cfstras
    I have a Sony Vaio VPCCB-27FX with hybrid graphics. Using vgaswitcheroo enables me to switch my discrete card off to save power. Now when i want to switch to the discrete card for performance, my system freezes. I already tried logging out and killing x with service lightdm stop, but still, it freezes as soon as I echo DIS > switch. typing blindly, echo IGD > switch returns me to my console where it reads [ 179.555171] i915: switched off, but it seems the discrete card never gets switched on... running echo DDIS > switch gives me the following: [540....] [drm:atop_op_jump] *ERROR* atombios stuck in loop for more than 5secs aborting [540....] [drm:atom_execute_table_locked] *ERROR* atombios stuck executing CEE2 (len 62, WS 0, PS 0) @ 0xCEFE [540....] [drm:atom_execute_table_locked] *ERROR* atombios stuck executing BBF6 (len 1036, WS 4, PS 0) @ 0xBCF3 [540....] [drm:atom_execute_table_locked] *ERROR* atombios stuck executing BB8C (len 76, WS 0, PS 0) @ 0xBB94 [541....] [drm:r600_RING_TEST] *ERROR* radeon: ring test failed (scratch(0x8504)=0xFFFFFFFF) [541....] [drm:evergreen_resume] *ERROR* evergreen startup failed on resume after that, the atombios part repeats a few times. also, the terminal locks up again and sysrq+REISUB is my only rescue. Has anybody an idea how I can switch to my discrete card without the system locking up? #uname -srvmpio Linux 3.2.0-24-generic #39-Ubuntu SMP Mon May 21 16:52:17 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux #lsb_release -r Description: Ubuntu 12.04 LTS

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  • AMD E-450 APU with HD-6320 graphics produces jerky videos

    - by user80424
    I try to make videos smooth playing on a Lenovo E325 laptop equipped with AMD E-450 APU. This processor have Ati HD-6320 GPU integrated. I installed ATI proprietary driver (Catalyst 12.04) as described here. Everything went fine and got no errors. However I can not play smooth HD videos. Almost every second frame has been dropped in VLC with hardware acceleration enabled. vainfo shows: libva: VA-API version 0.32.0 Xlib: extension "XFree86-DRI" missing on display ":0". libva: va_getDriverName() returns 0 libva: Trying to open /usr/lib/x86_64-linux-gnu/dri/fglrx_drv_video.so libva: va_openDriver() returns 0 vainfo: VA-API version: 0.32 (libva 1.0.15) vainfo: Driver version: Splitted-Desktop Systems XvBA backend for VA-API - 0.7.8 vainfo: Supported profile and entrypoints VAProfileH264High : VAEntrypointVLD VAProfileVC1Advanced : VAEntrypointVLD fglrxinfo says: display: :0 screen: 0 OpenGL vendor string: Advanced Micro Devices, Inc. OpenGL renderer string: AMD Radeon HD 6320 Graphics OpenGL version string: 4.2.11631 Compatibility Profile Context and fgl_glxgears produces ~250fps. Why are HD video frames dropped? CPU doesn't goes above 50% during playback.

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  • Ubuntu 14.04 install fails with Via S3 UniChrome Pro graphics

    - by WizardNo.7
    I am trying to install Ubuntu 14.04 on a Fujitsu Siemens Amilo Pro laptop(it's quite old yes, has about 30GB Hard Drive and I think 192mb of RAM) which currently has Windows XP installed (which I'd like to keep for the time being). I have downloaded the 32-bit Desktop ISO and used unetbootin to create a Live USB for this laptop. When I boot from USB, I arrive at the unetbootin Grey and Blue menu and pick either "Try Ubuntu without installing", or "Install Ubuntu". The menu goes away and an Ubuntu loadscreen showing UBUNTU and four dots which progressively change between white and orange. At about the second color changing cycle a white underscore symbol appears next to the fourth dot and flickers. There is some leftover text from the kernel boot still visible, but there is no graphical desktop. After this I have to hard reboot or shut-down. $ lshw -c video *-display UNCLAIMED description: VGA compatible controller product: CN700/P4M800 Pro/P4M800 CE/VN800 Graphics [S3 UniChrome Pro] Vendor: VIA Technologies, Inc. physical id: 0 bus info: pci@0000:01:00.0 version: 01 width: 32 bits clock: 66MHz capabilities: pm agp agp-2.0 vga_controller bus_master cap_list configuration: latency=64 mingnt=2 resources: memory:f0000000-f3ffffff memory:d1000000-d1ffffff

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  • Rendering 8 bit graphics

    - by Matjaz Muhic
    I have a strong programming background just not from game development. I only made some pong and snake in high school and I did some OpenGL in college. I want to make my own game engine. Nothing fancy just a simple 2D game engine. But because I'm kinda old school and feeling retro. I want graphics to look like old 8 bit games (megaman, contra, super mario, ...). So how were the old games made back then? I want the simplest approach. Were they also using assets (images) like newer engines now do? How do you achieve this kind of rendering using OpenGL? Keep in mind. Simplest solution. I want to know how it was made back then and how I can replicate that. Doesn't even have to be OpenGL. I can draw on window canvas. I do want to make it from scratch basically.

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  • Play music on iPhone through computer

    - by Kyle Cronin
    Now that I've had my iPhone for a few months, I'm trying an experiment to see if I can't replace the laptop I carry around with my iPhone + internet connected computer. To this end, I've been trying to find a program that will let me play the music on my iPhone through the hardware and software on the host computer. If I recall correctly this was possible a few years ago with the iPod - Linux software like Rhythmbox and Banshee was able to read the music off an iPod and play it through the speakers. I even thought I recalled iTunes itself being capable of this at one time. Now, however, iTunes greys out/disables the music on my iPhone and I can't find any documented support for the iPhone in any other music program. Is this really no longer possible? Am I limited to using the headphone jack to get music to play? (note: I am using an iPhone 3G with the 3.0 software. I am attempting to play music on computers other than the one I sync with) Several replies mention that I should check "manually manage" to do this. I just tried this on a computer that I don't sync my iPhone to and it asked me to erase and sync, which is obviously something I don't want to do. update: OK, I checked the "Manually manage music and videos" box on a computer that I didn't sync to (now known as "Computer A"), and it told me that I needed to erase & sync to cause the changes to have effect, so I did. At this point I'm guessing that my iPhone thinks that it's syncing with that computer. I copied over a few songs using the autofill feature. At this point, Computer A sees the maybe 10 or so songs I've copied using autofill. I then plug my iPhone into my Macbook ("Computer B") which I've been syncing with. At this point, I'm pretty sure that it still thought that all my synced content was still on my iPhone. The "manually manage music and videos" checkbox isn't checked, so I check it and go through a similar process where iTunes erases the synced content and I copy over a playlist. At this point, there's no trace of the songs that I copied over from Computer A. So I plug my iPhone into Computer A - in the Music section are the handful of songs that I had copied over earlier, greyed out and unplayable. To make sure that this wasn't some sort of caching issue, I plugged my iPhone into my sister's Macbook ("Computer C") and it lists the same few, greyed out songs that I had copied over from Computer A. Plugging into Computer B doesn't reveal these songs at all, only the songs that it copied over (these are playable). A few things: This inconsistent behavior is driving me insane. Why would my iPhone report two versions of its contents to different computers? Is there a way to get a computer to completely forget about an iPhone and just resync everything to get everything into a consistent state? Even if I get the phone into a consistent state, I still can't play the files on my phone anywhere but the computer I sync with, which was my original goal. What am I doing wrong? maybe I should read the fine print before I mess with my iPhone So going over this thread with a fine-toothed comb again yields this lovely tidbit in the Apple docs: Note: Even when manually managing, some content may only be available from one library at time. This includes all content on iPhone and video content on iPods. OK, so manually managing is a dead end on the iPhone. Are there any other options? Any unofficial third-party programs or drivers that will work?

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  • Wacom consumer tablet driver service may crash while opening Bamboo Preferences, often after resuming computer from sleep

    - by DragonLord
    One of the ExpressKeys on my Wacom Bamboo Capture graphics tablet is mapped to Bamboo Preferences, so that I can quickly access the tablet settings and view the battery level (I have the Wireless Accessory Kit installed). However, when I connect the tablet to the computer, in wired or wireless mode, and attempt to open Bamboo Preferences, the Wacom consumer tablet driver service may crash, most often when I try to do so after resuming the computer from sleep. There is usually no direct indication of the crash (although I once did get Tablet Service for consumer driver stopped working and was closed), only that the cursor shows that the system is busy for a split second. When this happens, the pen no longer tracks on the screen when in proximity of the tablet (even though it is detected by the tablet itself); however, touch continues to function correctly. To recover from this condition, I need to restart the tablet driver services. I got tired of having to go through Task Manager to restart the service every time this happens, so I ended up writing the following command script, with a shortcut on the desktop for running it with elevated privileges: net stop TabletServicePen net start TabletServicePen net stop TouchServicePen net start TouchServicePen Is there something I can do to prevent these crashes from happening in the first place, or do I have have to deal with this issue until the driver is updated? Windows 7 Home Premium 64-bit. Tablet drivers are up to date. Technical details Action Center gives the following details about the crash in Reliability Monitor: Source Tablet Service for consumer driver Summary Stopped working Date ?10/?15/?2012 2:48 PM Status Report sent Description Faulting Application Path: C:\Program Files\Tablet\Pen\Pen_Tablet.exe Problem signature Problem Event Name: APPCRASH Application Name: Pen_Tablet.exe Application Version: 5.2.5.5 Application Timestamp: 4e694ecd Fault Module Name: Pen_Tablet.exe Fault Module Version: 5.2.5.5 Fault Module Timestamp: 4e694ecd Exception Code: c0000005 Exception Offset: 00000000002f6cde OS Version: 6.1.7601.2.1.0.768.3 Locale ID: 1033 Additional Information 1: 9d4f Additional Information 2: 9d4f1c8d2c16a5d47e28521ff719cfba Additional Information 3: 375e Additional Information 4: 375ebb9963823eb7e450696f2abb66cc Extra information about the problem Bucket ID: 45598085 Exception code 0xC0000005 means STATUS_ACCESS_VIOLATION. The event log contains essentially the same information.

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  • How can I switch between the HDMI and DVI outputs of my graphics card?

    - by Owen Melbourne
    I've got an Nvidia GTX 560ti card which currently I've got my 2 monitors hooked up to using the 2 DVI ports. However its got a mini-HDMI port which I've plugged a HDMI cable in (with mini adapter) and lead it into my TV which is across the room. I'm hoping to be able to toggle between the HDMI output and the DVI outputs, however I'm not sure how I'd go about this, Could somebody please point me in the right direction, I'm not really worried about having all 3 on at the same time so that isn't a problem, but if its possible then I'll do that.

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  • Can I get dual monitor support (2xDVI) from my (DVI+HDMI) graphics card?

    - by nray
    It seems that pure 2 x DVI dual head video cards are becoming rare. Most cards feature something like 1 x DVI plus 1 x HDMI plus 1 x VGA or some other interface. The idea seems to be that you can just use an HDMI <= DVI adapter. One result is that cards are seldom marked " 2 x DVI " anymore, but does this mean that they support simultaneous output on all interfaces? Are all cards dual head these days? Take Asus's nVidia cards for example, they routinely have 1 x DVI plus 1 x HDMI instead of 2 x DVI, so my question is, are these equivalent to a dual head DVI card, or is there some detail required for dual monitor support? I use dual-monitor stretched desktops for digital signage projects.

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  • Can I fully disable my PCIe Video/Graphics Card per BIOS/Software?

    - by Jook
    Because of a quite noisy fan of my HD6700 I was wondering, if I could fully disable my video card through BIOS or even some Software/Windows. Switching to Intel I7 2600 internal video helped already with the noise, but it would be great to have the HD6700 only build in, but not activated/powered. So that the fan could stay compleatly off. Of course, I could just remove the video card, but I would like to avoid that. Is there any way? My Mainboard is an ASUS P8H67-M Pro, with Intel I7 2600 and ATI HD6500

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  • Is it possible to update Lenovo T500 hybrid graphics driver?

    - by Shiki
    Hope someone had the same problem before. My laptop comes with two video "cards". Intel MHD4500 and ATI Radeon HD3650 (mobility). I can switch between them with the "Lenovo Battery Manager" from the taskbar. All good, but Lenovo provides the driver for this. The problem with that driver is they are a bit old. (Both Intel and ATI). For example I doubt I have any gpu accel in flash, and I experience some problem with dual display setup, which the new ATI driver would solve. Basically I want to create a new driver (I read a topic where a guy said its possible... baaack then when I was searching for something else). One needs a special ATI driver creation utility or what... sorry I can't recall the name of it. Thanks in advance. (Ah yes I forgot: The OS is a Windows 7 x64 Ultimate.)

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  • Graphics module: Am I going the right way?

    - by Paul
    I'm trying to write the graphics module of my engine. That is, this part of the code only provides an interface through which to load images, fonts, etc and draw them on the screen. It is also a wrapper for the library I'm using (SDL in this case). Here are the interfaces for my Image, Font and GraphicsRenderer classes. Please tell me if I'm going the right way. Image class Image { public: Image(); Image(const Image& other); Image(const char* file); ~Image(); bool load(const char* file); void free(); bool isLoaded() const; Image& operator=(const Image& other); private: friend class GraphicsRenderer; void* data_; }; Font class Font { public: Font(); Font(const Font& other); Font(const char* file, int ptsize); ~Font(); void load(const char* file, int ptsize); void free(); bool isLoaded() const; Font& operator=(const Font& other); private: friend class GraphicsRenderer; void* data_; }; GrapphicsRenderer class GraphicsRenderer { public: static GraphicsRenderer* Instance(); void blitImage(const Image& img, int x, int y); void blitText(const char* string, const Font& font, int x, int y); void render(); protected: GraphicsRenderer(); GraphicsRenderer(const GraphicsRenderer& other); GraphicsRenderer& operator=(const GraphicsRenderer& other); ~GraphicsRenderer(); private: void* screen_; bool initialize(); void finalize(); };

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  • Textures do not render on ATI graphics cards?

    - by Mathias Lykkegaard Lorenzen
    I'm rendering textured quads to an orthographic view in XNA through hardware instancing. On Nvidia graphics cards, this all works, tested on 3 machines. On ATI cards, it doesn't work at all, tested on 2 machines. How come? Culling perhaps? My orthographic view is set up like this: Matrix projection = Matrix.CreateOrthographicOffCenter(0, graphicsDevice.Viewport.Width, -graphicsDevice.Viewport.Height, 0, 0, 1); And my elements are rendered with the Z-coordinate 0. Edit: I just figured out something weird. If I do not call this spritebatch code above doing my textured quad rendering code, then it won't work on Nvidia cards either. Could that be due to culling information or something like that? Batch.Instance.SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); ... spriteBatch.End(); Edit 2: Here's the full code for my instancing call. public void DrawTextures() { Batch.Instance.SpriteBatch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, textureEffect); while (texturesToDraw.Count > 0) { TextureJob texture = texturesToDraw.Dequeue(); spriteBatch.Draw(texture.Texture, texture.DestinationRectangle, texture.TintingColor); } spriteBatch.End(); #if !NOTEXTUREINSTANCING // no work to do if (positionInBufferTextured > 0) { device.BlendState = BlendState.Opaque; textureEffect.CurrentTechnique = textureEffect.Techniques["Technique1"]; textureEffect.Parameters["Texture"].SetValue(darkTexture); textureEffect.CurrentTechnique.Passes[0].Apply(); if ((textureInstanceBuffer == null) || (positionInBufferTextured > textureInstanceBuffer.VertexCount)) { if (textureInstanceBuffer != null) textureInstanceBuffer.Dispose(); textureInstanceBuffer = new DynamicVertexBuffer(device, texturedInstanceVertexDeclaration, positionInBufferTextured, BufferUsage.WriteOnly); } if (positionInBufferTextured > 0) { textureInstanceBuffer.SetData(texturedInstances, 0, positionInBufferTextured, SetDataOptions.Discard); } device.Indices = textureIndexBuffer; device.SetVertexBuffers(textureGeometryBuffer, new VertexBufferBinding(textureInstanceBuffer, 0, 1)); device.DrawInstancedPrimitives(PrimitiveType.TriangleStrip, 0, 0, textureGeometryBuffer.VertexCount, 0, 2, positionInBufferTextured); // now that we've drawn, it's ok to reset positionInBuffer back to zero, // and write over any vertices that may have been set previously. positionInBufferTextured = 0; } #endif }

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  • Ati Radeon HD 3200 Graphics driver - Installation Problem

    - by samufi
    I have a fresh installation of Ubuntu 12.04 x86 and I am trying to install the proprietary driver for my "Radeon HD 3200 Graphics" video card. I know that there are already many threads about this topic, but I did not find a solution for my problem: For the installation I followed exactly these instructions: What is the correct way to install ATI Catalyst Video Drivers in 12.04 LTS? During the process I faced these problems: I executed ~$ debconf libstdc++6 dkms libqtgui4 wget execstack libelfg0 dh-modaliases and got: debconf: DbDriver "passwords" warning: could not open /var/cache/debconf/passwords.dat: Keine Berechtigung Can't exec "libstdc++6": Datei oder Verzeichnis nicht gefunden at /usr/share/perl/5.14/IPC/Open3.pm line 186. open2: exec of libstdc++6 dkms libqtgui4 wget execstack libelfg0 dh-modaliases failed at /usr/share/perl5/Debconf/ConfModule.pm line 59 (translation of the German parts: "Keine Berechtigung" means: "no permission"; "Datei oder Verzeichnis nicht gefunden" means: "File or folder not found") Because I had no idea if it was a big issue, I just continued: ~$ sudo apt-get install ia32-libs There I got: Paketlisten werden gelesen... Fertig Abhängigkeitsbaum wird aufgebaut Statusinformationen werden eingelesen... Fertig Paket ia32-libs ist nicht verfügbar, wird aber von einem anderen Paket referenziert. Das kann heißen, dass das Paket fehlt, dass es abgelöst wurde oder nur aus einer anderen Quelle verfügbar ist. E: Paket »ia32-libs« hat keinen Installationskandidaten (Translation: [...] the package ia32-libs is not available but is referenced by an other package [...] E: package »ia32-libs« has no installation candidate) Once more I went on. The next steps worked quite fine. But when I came to the point: ~$ sudo dpkg -i *.deb There I got A popup message, something like there was a problem with a system application but in the terminal no errors were reported, also the packages seemed to be installed. so now the Ati Catalyst Center works amdcccle but fglrxinfo gave me X Error of failed request: BadRequest (invalid request code or no such operation) Major opcode of failed request: 139 (ATIFGLEXTENSION) Minor opcode of failed request: 66 () Serial number of failed request: 13 Current serial number in output stream: 13 So there is something wrong. (Also there is not the possibility to enable these nice graphical features - the reason why I installed the proprietary driver) Because I worked with a completely fresh Installation I don't know how to fix the problem. If anybody could help I would be very tahnkful! =)

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  • How to get SRGP working?

    - by Bo Tian
    I'm running 64-bit Ubuntu 10.10, and I'm trying to make SRGP work. SRGP is an old graphics package that accompanies the book "Computer Graphics" by Foley, van Dam, et al. I have installed libx11-dev, but I still can't get through make. I get the error "cannot find -lsrgp" when I typed make PROG=show_pattern. Full compilation messages are here http://pastebin.com/CWuw4xte What do I have to do to get it working?

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  • Ubuntu Sluggish and Graphics Problem after Nvidia Driver Update

    - by iam
    I just recently started using Ubuntu (12.04) since a few weeks ago and noticed that the interface is very slow and sluggish: On Dash, I have to type the entire app name and wait a few seconds before it shows up in the search box, and a bit later before it displays search result Opening new files or applications takes also quite long and awkward Dragging icons or moving app windows around is not very spontaneous too: I have to take extra attention in moving the mouse otherwise Ubuntu would not do a correct movement or might ends up doing something incorrect instead e.g. opening the windows to full screen options or move the file to different folders, which is frustrating My PC is a few years old already (1.7 GB RAM) so this could be a reason too but when I checked in System Monitor it's hardly ever consuming much memory. Plus web-surfing on Firefox is actually lightning fast (much more than Windows), so I suspect there might be something wrong with the graphics driver (mine is GeForce 7050). I checked around System Settings and found an option to update the Nvidia driver. So I tried it and restarted, as instructed. Now, I got into a big problem upon restart... as the login-screen windows (where I have to type in the password) would take several attempts to display and finally did not manage to (it'd freeze for several seconds before there's any movement again). The background screen also kept reloading several times too and at some point the screen turned black with pixelated color strips running on the bottom 1/3 of the screen, and after a long while the background screen would come up again. Eventually I'd manage to be able to access the desktop but the launcher, top menu bar and app windows border would not disappear. I searched around and found many other people have this similar problem after updating Nvidia driver too, and on some threads the suggestion is to use "killall -u $USER" in command line (it's the only thing among various online suggestions I could do, as at that point I could not access Terminal without the launcher - Ctrl-Alt-T doesn't work for me). So I did that and was able to access the desktop correctly again with launchee/menu by creating a new account. But I would still have the same problem if logging into my original account. So I just finally tried upgrading to 12.10 and now can access my original account with fully-functional desktop - the launcher, menu and windows border are all back now. However, the problem with sluggishness still remains. And now I get scared of ever having to update the Nvidia driver again! I wonder if anyone knows what's the reason that updating the Nvidia driver is causing this problem and is there a way I can update it safely in the future? I'm still not sure how to solve the problem with the sluggishness too and not sure where else to look to find a solution.

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  • Any technical references for game-oriented icons and symbols?

    - by willc2
    To make localizing easier, I'm using icons to show in-game information like achievements and bonuses. Coming up with good designs isn't easy, especially when it has to be integrated into the rest of the game's art style. Can I do better than looking at some random selection of existing games? Are there any reference books or sites that cover game graphics specifically? I'm looking for more theory and best-practices rather than pre-made graphics.

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  • Ubuntu 12.10 hangs on checking battery state

    - by Waxolunist
    I have a Thinkpad X230. After a boot it hangs with checking battery state [OK]. A second boot is most times successful. What I have seen in other posts doesn't fit to my problem, because My graphics card is Intel 3rd Gen Core processor Graphics controller (not nvidia) It happens not always I have a fresh installed 12.10 with the latest updates (no upgrade) Does anyone experience the same issues or has a solution?

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  • Cannot install "ATI/AMD proprietary FGLRX graphics driver" (SystemError)

    - by Fisherman John
    I have just installed a fresh copy of 12.04.1 64bit. I formatted my PC completely and enabled updates during the installation. After the installation was complete, I went on updating my software. However, when I wanted to install the additional drivers using the Additional Drivers tool (namely "ATI/AMD proprietary FGLRX graphics driver"), it gave me this error: SystemError: E:Unable to correct problems, you have held broken packages. The same error shows up if I try installing the post-release updates driver. Installing the drivers from the terminal results in this output: XXXXXX:~$ sudo apt-get install fglrx [sudo] password for XXXXX: Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: fglrx : Depends: lib32gcc1 but it is not going to be installed Depends: libc6-i386 but it is not going to be installed E: Unable to correct problems, you have held broken packages." I get this using "sudo apt-get update": http://pastebin.com/AWAtDXjY But "sudo apt-get install fglrx" still get me this error: http://pastebin.com/RYM55bVN & "sudo apt-get -f install fglrx" gives me this error: http://pastebin.com/xxekajvP Any help would be greatly appreciated. (Please note that I'm new to Linux, coming directly from Windows. I have tried Ubuntu twice or so before, but it was not for a long period of time. The drivers got installed smoothly the few times I've tried Ubuntu, but post-release updates never worked for me.) [I am going to work now, so I can only answer from my phone. Can't really test any new solutions you may give me until ~10 hours from now on. Maybe more.] @stonedsquirrel When I try to run that command, I get this error: "XXXXXX:~$ sudo apt-get install fglrx [sudo] password for XXXXX: Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: fglrx : Depends: lib32gcc1 but it is not going to be installed Depends: libc6-i386 but it is not going to be installed E: Unable to correct problems, you have held broken packages." ie. I get the same error. ( I am Fisherman John, dunno how to login & thereby respond to your comment again _ )

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  • My video Card is not working at its best

    - by Chitrank Dixit
    I am using Ubuntu on hp pavillion g6 laptop but my video card intel HD graphics family is set always to standard and not performs best. When I minimize any application windows in my Ubuntu 12.04 the outline of the window remains on the screen and even it does not give me option to resize the doc at the left hand side. Please help me out I have installed mesa-utils and updated the system Even did the grub settings with nomodeset but do not know the grub settings Intel HD graphics Family (Sandybridge).

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